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Terrible AI - 12/10/2019 2:48:55 AM   
FAA

 

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I’ve played the main campaign for 6 months now, using the dabigbabes mod with dec 8 start, and the AI is awful.

It will try again and again to invade Port Moresby, Canton Island and some other places, even though they’re heavily occupied by my (allies) forces. Even after their forces had been wiped out five times, they will still try to invade with a token force. It would also send a single aircraft career so close to Australia that it’s no match for my forces there.

Is the AI generally this bad or are there ways to improve it? Can it be so bad because I’m using the dabigbabes mod? I’m using the lates version of the game, I think. I’ve heard, a while ago, that you can find better AI scripts but I don’t know if that’s true.

< Message edited by FAA -- 12/10/2019 2:49:13 AM >
Post #: 1
RE: Terrible AI - 12/10/2019 3:00:14 AM   
Anachro


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quote:

I’ve played the main campaign for 6 months now, using the dabigbabes mod with dec 8 start, and the AI is awful.


Did you every read the actual website and text associated with the DBB mod?

quote:

DaIronBabes-A is a standard adaptation of AndyMac's Hakko Ichiu Scen002, ported to DaBigBabes system by Daryl Warner (drw61). This scenario is not completely compatible with stock, and is only realistically playable against the Japanese AI. The AI files for Hakku Ichiu Scen002 are compatible with this scenario for the Japanese side. Just COPY the aei002-xx.dat files into an empty folder: RENAME them to aei030-xx.dat, and then MOVE the renamed files into the game SCEN folder. You are good to go.


Other than that, there are updated AI files in the mods subforum by Andymac that can use with the base game, etc.

(in reply to FAA)
Post #: 2
RE: Terrible AI - 12/10/2019 3:05:27 AM   
PaxMondo


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The AI files were NOT created for Da Babes, they were ported and quickly done. They are older AI versions, newer ones exist for stock scenarios that are better, but they are not great. Any time you are playing the AI, you must play on at least Hard difficulty level or the AI CANNOT work.

If you are playing against the AI you likely need to play one of the Ironman scenarios. Then be sure to play on AT LEAST Hard, going to VERY HARD at least 5 days in every 30 (5 days in a row). I usually do 3-5 days every 10-15 days; meaning I am playing on VH about 50% of the turns. You will find the Ironman AI versions FAR more challenging. I play the Nasty, Nasty, Insane version of the Dorniers Ironman. If you want to find this one, you will have to dig through the forums to find it. It was posted only once, and Andy retracted it saying it was "Too Hard".

Anyway, Ironman scenarios can get you well into '44 with a little help now and again. I've made some mods to my version that get me into '46 quite easily.

_____________________________

Pax

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Post #: 3
RE: Terrible AI - 12/10/2019 3:13:18 AM   
Kull


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From somebody who knows:

quote:

ORIGINAL: US87891

Hello Kull. Fyi.

The differences between the standard and extended maps are de minimis so far as the AI is concerned. What works for standard will work for extended. So …

Any and all AI files for regular GC scenarios work unconditionally, playing either side, with any and all Babes Lite scenarios, no matter the map.

Any and all AI files for regular GC scenarios work unconditionally, playing against the Japanese computer, with any and all DBB scenarios, no matter the map.

Any and all AI files for regular GC scenarios work “kinda ok enough”, playing against the Allied computer, with any and all DBB scenarios, no matter the map.

For Andy’s Ironman AI files, it depends on how much he changed unit slot positions in the corresponding scenario data files. If he didn’t change slot positions much, but just added “more stuff”, those AI files will work just fine with all Babes as described above. If he did change slot positions a lot, as well as adding more stuff, it will show as “kinda ok enough”.

Matt


I bolded the one which seems to be your situation. However, since it also sounds like you didn't update your AI, you probably have the 2010 files. Those were improved in 2012. Also, there are 16 variants of the 2010 files, and only the first 6 are somewhat historical.

So yes, it's possible to get a better AI, but you'll need to read up on how to do that (it's in the link)

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RE: Terrible AI - 12/10/2019 3:14:38 AM   
Canoerebel


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This game is more than ten years old. Many of us have been here throughout and know the pluses and minuses of the AI. A lot of thoughtful players have come up with work-arounds that allow them to enjoy games against the AI, using appropriate mods, settings, and self-constraint. Ask for help and you'll get lots of pointers. There are a lot of people who really enjoy games vs. the AI.

(in reply to PaxMondo)
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RE: Terrible AI - 12/10/2019 3:19:07 AM   
Anachro


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And then there are people like me who have never played a turn against the AI in their life!

(okay I think I did a few turns following the Saudaukar Allied Training AAR when I was first starting)

(in reply to Canoerebel)
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RE: Terrible AI - 12/10/2019 4:03:23 AM   
Tanaka


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quote:

ORIGINAL: FAA

I’ve played the main campaign for 6 months now, using the dabigbabes mod with dec 8 start, and the AI is awful.

It will try again and again to invade Port Moresby, Canton Island and some other places, even though they’re heavily occupied by my (allies) forces. Even after their forces had been wiped out five times, they will still try to invade with a token force. It would also send a single aircraft career so close to Australia that it’s no match for my forces there.

Is the AI generally this bad or are there ways to improve it? Can it be so bad because I’m using the dabigbabes mod? I’m using the lates version of the game, I think. I’ve heard, a while ago, that you can find better AI scripts but I don’t know if that’s true.


The BabesLite versions were made to use with the AI. BigBabes is not.

https://www.matrixgames.com/forums/tm.asp?m=3414776


quote:



ORIGINAL: Symon

Okay. Here’s the deal with the new BabesLite. All Babes (BabesLite, BigBabes, IronBabes) will have the same base file data (devices, planes, etc..). All Ship Classes will be the same except for C versions (and yes, we are adding a BabesLite-C) which have the reduced cargo capacities. All Ship files will be the same except for IronBabes which has AndyMac’s Hakku Ichiu additions. What’s different is the Locations file.

The TO&Es will be redone so everybody has the same TO&E section. However, the OOBs will be very different. BabesLite will not have the OOB additions and modifications of BigBabes. This is so BabesLite can be played using ANY stock GC AI file.

Think this should work out nicely. BabesLite will become 90+% of BigBabes and be AI compatible. Players can work themselves up against the AI before they tackle a PBEM opponent using DBB without worrying too much about getting blind-sided by lots of new stuff.

It also lets us update things between and among the scenarios more efficiently.


< Message edited by Tanaka -- 12/10/2019 4:20:24 AM >


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RE: Terrible AI - 12/10/2019 5:40:40 AM   
BBfanboy


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quote:

ORIGINAL: FAA

I’ve played the main campaign for 6 months now, using the dabigbabes mod with dec 8 start, and the AI is awful.

It will try again and again to invade Port Moresby, Canton Island and some other places, even though they’re heavily occupied by my (allies) forces. Even after their forces had been wiped out five times, they will still try to invade with a token force. It would also send a single aircraft career so close to Australia that it’s no match for my forces there.

Is the AI generally this bad or are there ways to improve it? Can it be so bad because I’m using the dabigbabes mod? I’m using the lates version of the game, I think. I’ve heard, a while ago, that you can find better AI scripts but I don’t know if that’s true.

You must look at the AI issue from the standpoint of the programmer who has to write the scripts for the computer to follow. Turn one is a slam-dunk with known Allied forces and positions so the script is mostly historic with maybe a few variations.
Turn 2, the human enemy player has started to react and move forces around, setting his own plans and choosing where to attack and defend. The script writer for the computer side has no way of knowing for sure what the human will do, but might make a few good guesses based on force dispositions at game start.
Fast forward 10 turns and the AI script cannot account for what the human enemy is doing. It can react to nearby forces but things like countering an enemy invasion with a counter-landing are not going to be in the planned script. This is just one example of the "AI" not being able to respond to circumstances.

The script written for the computer will have target bases for invasion with start and end dates for the attempt. If the computer forces do not succeed it will keep trying until it succeeds or the end date for the target is met. Similarly, the script writer cannot plan and plot the movement of every computer unit in the game for every turn, so the AI grabs "what is available" anywhere on the map and sends them on one of the scripted missions (invasions, raids, reinforcements). The force makeup may be entirely wrong for the mission, like your single CV off Australia.

So there is the weakness of playing against pre-written scripts and the human player can easily identify what the computer side is trying to do and stop it with superior forces. Do this multiple times and the AI is broken for lack of remaining forces. To have a decent game against the AI the player must restrain his defence for at least the first six months.

_____________________________

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Post #: 8
RE: Terrible AI - 12/10/2019 11:40:53 AM   
PaxMondo


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quote:

ORIGINAL: Kull

From somebody who knows:

quote:

ORIGINAL: US87891

Hello Kull. Fyi.

The differences between the standard and extended maps are de minimis so far as the AI is concerned. What works for standard will work for extended. So …

Any and all AI files for regular GC scenarios work unconditionally, playing either side, with any and all Babes Lite scenarios, no matter the map.

Any and all AI files for regular GC scenarios work unconditionally, playing against the Japanese computer, with any and all DBB scenarios, no matter the map.

Any and all AI files for regular GC scenarios work “kinda ok enough”, playing against the Allied computer, with any and all DBB scenarios, no matter the map.

For Andy’s Ironman AI files, it depends on how much he changed unit slot positions in the corresponding scenario data files. If he didn’t change slot positions much, but just added “more stuff”, those AI files will work just fine with all Babes as described above. If he did change slot positions a lot, as well as adding more stuff, it will show as “kinda ok enough”.

Matt


I bolded the one which seems to be your situation. However, since it also sounds like you didn't update your AI, you probably have the 2010 files. Those were improved in 2012. Also, there are 16 variants of the 2010 files, and only the first 6 are somewhat historical.

So yes, it's possible to get a better AI, but you'll need to read up on how to do that (it's in the link)

The Ironman scenarios have numerous slot adds, so the Ironman AI files require the respective Ironman scenario to work.

_____________________________

Pax

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Post #: 9
RE: Terrible AI - 12/10/2019 12:30:17 PM   
Yaab


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FAA, as Kull said update the AI first.

The AI is just a bunch of scripts, sooner or later you will break it. You can intentionally gimp yourself when you play against the AI. Here are some ideas:

-no universal supplies - US forces use US made supplies, Commonwealth uses Commonwealth, Dutch use Dutch-made supply etc.
-no fuel in xAKs
-no 4E/2E bombers on Ground attack missions in combat hexes -- when opposing LCUs figt in a hex you can fly ground attack missions with fighter/Fighter-bombers/dive bombers/light bombers only

You will quickly find out that supporting US forces in India is a challenge; you will not have enough TKs to move fuel, and no escorts to spare; no ground attack aircraft to support battles etc.

Hope it helps.



(in reply to PaxMondo)
Post #: 10
RE: Terrible AI - 12/10/2019 1:48:25 PM   
Kull


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quote:

ORIGINAL: Tanaka

The BabesLite versions were made to use with the AI. BigBabes is not.

https://www.matrixgames.com/forums/tm.asp?m=3414776



This is a myth. A famous myth, and one much promulgated, but a myth nonetheless. US87891 (Matt) is/was a member of the DaBabes development team and his post in the AI updates thread was made on 3/23/2017, long after DaBabes releases had ceased. When he says, and I quote, "Any and all AI files for regular GC scenarios work unconditionally, playing against the Japanese computer, with any and all DBB scenarios, no matter the map", you can take that to the bank.

Where things fall apart are Andy's AI updates AFTER 2012. The newer files made significant changes to the map (new bases), NONE of which are present in any of the DaBabes scenarios (including BabesLite).

Edit: To clarify one aspect, DaBigBabes makes significant changes to the Allied OOB, much less (if any) to the Japanese. Which is why the Japanese AI works much better. As Symon's post indicates, all the new Allied toys are removed in the Lite versions, hence those are a better choice (but not mandatory) when playing against the Allied AI.

< Message edited by Kull -- 12/10/2019 2:27:00 PM >


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RE: Terrible AI - 12/10/2019 5:20:52 PM   
rustysi


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The AI is for learning. The game exists for PBEM. JMHO. YMMV.

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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to Kull)
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RE: Terrible AI - 12/10/2019 5:29:19 PM   
L0ckAndL0ad


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As someone who made a few scenarios with AI scripts, albeit for other strategy/tactical games, I think WITP AE's AI scripting in the scenarios I personally witnessed/played is very decent.

You should remember that these are scenario specific AI scripts, not a fully-fledged, general AI, that can be found in games like Hearts of Iron. At the end of the day, we are given many options to chose from, and WITP AE is a pretty good option of all the others. Personally, I hate how HOI4 turned out to be, the AI is horrible there. But WITP AE's scripted AI gave me lots of joy.

I only played WITP AE vs AI, and you can read my AAR, I was kicked in my butt more than once. I've lost a few CVs, and even fought the mighty Yamato in BB vs BB combat. I barely held onto Port Moresby, and got thrashed in China.

I am sorry to hear that your experience with WITP AE wasn't as good.

ps: Scenario 06 (updated in June 2012) was used in my AAR.

< Message edited by L0ckAndL0ad -- 12/10/2019 5:40:37 PM >

(in reply to Kull)
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RE: Terrible AI - 12/10/2019 6:24:24 PM   
Kull


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quote:

ORIGINAL: rustysi

The AI is for learning. The game exists for PBEM. JMHO. YMMV.


Ahh yes, the age-old conflict. Good vs. Evil, Light vs. Dark, AI vs PBEM.

It's like arguing about religion.....

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RE: Terrible AI - 12/10/2019 6:33:19 PM   
BBfanboy


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quote:

ORIGINAL: Kull


quote:

ORIGINAL: rustysi

The AI is for learning. The game exists for PBEM. JMHO. YMMV.


Ahh yes, the age-old conflict. Good vs. Evil, Light vs. Dark, AI vs PBEM.

It's like arguing about religion.....

We all choose our cults ... belonging to one is what counts!

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Kull)
Post #: 15
RE: Terrible AI - 12/11/2019 7:19:37 PM   
kbfchicago


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Kull


quote:

ORIGINAL: rustysi

The AI is for learning. The game exists for PBEM. JMHO. YMMV.


Ahh yes, the age-old conflict. Good vs. Evil, Light vs. Dark, AI vs PBEM.

It's like arguing about religion.....

We all choose our cults ... belonging to one is what counts!


Drop the mic BB, you killed it...

(in reply to BBfanboy)
Post #: 16
RE: Terrible AI - 1/20/2020 2:40:47 PM   
Jorge_Stanbury


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From: Toronto and Lima
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First, apologies for bringing an old thread...

I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

So from what I hear, I can improve the quality of my game by:
- Download latest files
- Set game at hard difficulty, with a few days per month at Very hard
- Slow the tempo, expand at a historical pace
- Avoid ahistorical, wild invasions, going for Suva or South Australia can severely impact AI scripts
- "House rules" as per a typical PBEM

anything else I could be missing?

And I wish I could play PBEM, but really difficult to commit to the hours

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RE: Terrible AI - 1/20/2020 6:29:38 PM   
GetAssista

 

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quote:

ORIGINAL: Jorge_Stanbury
I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

Why won't you run Stock with self imposed restrictions then, like keeping 20% of your xAK fleet disbanded in SF permanently.

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Post #: 18
RE: Terrible AI - 1/20/2020 6:34:59 PM   
Jorge_Stanbury


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From: Toronto and Lima
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quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: Jorge_Stanbury
I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

Why won't you run Stock with self imposed restrictions then, like keeping 20% of your xAK fleet disbanded in SF permanently.


because I like the logistical constraints of DaBabes with regards to significantly less naval support, air support and engineers (replaced by shore parties stevedores, labor battalions, etc)

a little example; this is 4th naval construction LCU on vanilla
- 36 engineers
- 3 eng vehicles
- load coast 1011
- 36 support




Attachment (1)

< Message edited by Jorge_Stanbury -- 1/20/2020 7:26:43 PM >

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RE: Terrible AI - 1/20/2020 7:21:51 PM   
Jorge_Stanbury


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From: Toronto and Lima
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this is DaBigBabes




- 12 engineers
- 21 labor (which does nothing other than consume supply)
- 1041 load cost
- 27 support

so for the same supply needs and load costs you have an engineer unit that builds at 1/4 efficiency and doesn't support itself organically

Attachment (1)

< Message edited by Jorge_Stanbury -- 1/20/2020 7:27:37 PM >

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Post #: 20
RE: Terrible AI - 1/20/2020 9:45:22 PM   
Kull


Posts: 1812
Joined: 7/3/2007
From: El Paso, TX
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quote:

ORIGINAL: Jorge_Stanbury

First, apologies for bringing an old thread...

I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

So from what I hear, I can improve the quality of my game by:
- Download latest files
- Set game at hard difficulty, with a few days per month at Very hard
- Slow the tempo, expand at a historical pace
- Avoid ahistorical, wild invasions, going for Suva or South Australia can severely impact AI scripts
- "House rules" as per a typical PBEM

anything else I could be missing?

And I wish I could play PBEM, but really difficult to commit to the hours


"Danger, Will Robinson!"

The most recent AI updates include lots of new bases that are not present in any versions of DaBabes (not related to "extended map vs. standard map"). And many of the scripts in the newest AI files rely on those new bases* So use the 2012 Andy AI, and only variants 1-6 (the most historical). Better yet, use only one of those 6, because if you restart, then you can opt with certainty for a different AI in the next game. Be sure to delete (or move/rename) the existing AI file and ALL variants in your DaBabes scenario (except, obviously, for the new one) before starting a game.

* Caveat: The Japanese AI definitely does, not sure if the Allied AI relies on them to the same degree (but you are playing with fire).

_____________________________


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RE: Terrible AI - 1/20/2020 10:17:29 PM   
Jorge_Stanbury


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From: Toronto and Lima
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thanks a lot

if I am correct (I might not be), I won't be using any AI file except this one called: aei029 (I am playing scen29)
so the new, 2012 AI files should not affect... right? unless I rename them to 029




Attachment (1)

< Message edited by Jorge_Stanbury -- 1/20/2020 10:18:59 PM >

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Post #: 22
RE: Terrible AI - 1/20/2020 10:28:19 PM   
Jorge_Stanbury


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I have copied/ renamed Andy Mac's scenario1 2012 AI files: aei001, aei001-01, -02 03 04 05 06

now I have a folder with "new" files aei029, aei029-01 -02 03 04 05 06

do you think it will somehow work if I paste to WITPAE, new files "aei029" and one of the other 6?

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Post #: 23
RE: Terrible AI - 1/20/2020 11:05:46 PM   
inqistor


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quote:

ORIGINAL: Jorge_Stanbury

First, apologies for bringing an old thread...

I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

So from what I hear, I can improve the quality of my game by:
- Download latest files
- Set game at hard difficulty, with a few days per month at Very hard

Meh, why not Very Hard all the time? Main AI problem is that it have difficulties with filling Air Units with pilots (and actually training those pilots). You have to log into AI side from time to time, and fill those Air Units manually (increasing National Average EXP in editor should also help).
AI also tends to upgrade planes immediately, which leaves its units without replacement, with dozens of older models sitting in pool.

quote:

- Slow the tempo, expand at a historical pace

Play 3 day turns. That will slow you down, when you fall into trap unable to react for few days.

quote:

- Avoid ahistorical, wild invasions, going for Suva or South Australia can severely impact AI scripts

There are some defensive scripts, and tactical AI is script independent. As long as there are AI LCUs nearby (on same landmass), they will react.

(in reply to Jorge_Stanbury)
Post #: 24
RE: Terrible AI - 1/20/2020 11:56:59 PM   
Kull


Posts: 1812
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From: El Paso, TX
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quote:

ORIGINAL: Jorge_Stanbury

I have copied/ renamed Andy Mac's scenario1 2012 AI files: aei001, aei001-01, -02 03 04 05 06

now I have a folder with "new" files aei029, aei029-01 -02 03 04 05 06

do you think it will somehow work if I paste to WITPAE, new files "aei029" and one of the other 6?


1) First delete all the aei029 files in the SCEN folder, to include those with dashes.

2) Now let's assume you want to use Variant #2. Copy the aei029-02.dat file from your new folder (the one with the renamed 2012 AI files) into the SCEN folder.

3) Then delete the "-02" suffix from the copied file.

That guarantees you'll be facing "Variant 2" in your next game. Same thing works for any of those six variants. Very helpful if, for whatever reason, you decide to start a new campaign, as you can replace the AI file with, say, "Variant 4" (-04). That guarantees you'll definitely be facing an AI with a somewhat different set of scripts.

< Message edited by Kull -- 1/20/2020 11:58:31 PM >


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RE: Terrible AI - 1/21/2020 12:55:00 AM   
Jorge_Stanbury


Posts: 3487
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From: Toronto and Lima
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quote:

ORIGINAL: inqistor


quote:

ORIGINAL: Jorge_Stanbury

First, apologies for bringing an old thread...

I want to start a new, DaBigBabesB against Allied AI, I have accepted the fact that AI will be just “kinda ok enough” as per US87891 and I understand that although there are scenarios that are better tailored to AI games (DaBabesLite, ironman), but I prefer a game with the logistical challenges of BigBabes over the "nastier" scenarios that gives the AI more and better toys

So from what I hear, I can improve the quality of my game by:
- Download latest files
- Set game at hard difficulty, with a few days per month at Very hard

Meh, why not Very Hard all the time? Main AI problem is that it have difficulties with filling Air Units with pilots (and actually training those pilots). You have to log into AI side from time to time, and fill those Air Units manually (increasing National Average EXP in editor should also help).
AI also tends to upgrade planes immediately, which leaves its units without replacement, with dozens of older models sitting in pool.

quote:

- Slow the tempo, expand at a historical pace

Play 3 day turns. That will slow you down, when you fall into trap unable to react for few days.

quote:

- Avoid ahistorical, wild invasions, going for Suva or South Australia can severely impact AI scripts

There are some defensive scripts, and tactical AI is script independent. As long as there are AI LCUs nearby (on same landmass), they will react.


thanks, I think these are all valid recommendations, but with very hard AI won't need supply, which is a bit too unrealistic for me

(in reply to inqistor)
Post #: 26
RE: Terrible AI - 1/21/2020 12:56:25 AM   
Jorge_Stanbury


Posts: 3487
Joined: 2/29/2012
From: Toronto and Lima
Status: offline
quote:

ORIGINAL: Kull

quote:

ORIGINAL: Jorge_Stanbury

I have copied/ renamed Andy Mac's scenario1 2012 AI files: aei001, aei001-01, -02 03 04 05 06

now I have a folder with "new" files aei029, aei029-01 -02 03 04 05 06

do you think it will somehow work if I paste to WITPAE, new files "aei029" and one of the other 6?


1) First delete all the aei029 files in the SCEN folder, to include those with dashes.

2) Now let's assume you want to use Variant #2. Copy the aei029-02.dat file from your new folder (the one with the renamed 2012 AI files) into the SCEN folder.

3) Then delete the "-02" suffix from the copied file.

That guarantees you'll be facing "Variant 2" in your next game. Same thing works for any of those six variants. Very helpful if, for whatever reason, you decide to start a new campaign, as you can replace the AI file with, say, "Variant 4" (-04). That guarantees you'll definitely be facing an AI with a somewhat different set of scripts.


thanks
if I keep more than one variant in the scenario folder; for example: aei029.dat aei029-01.dat and aie029-03.dat
the system will randomly choose one of the 3, right?

(in reply to Kull)
Post #: 27
RE: Terrible AI - 1/21/2020 2:59:53 AM   
Kull


Posts: 1812
Joined: 7/3/2007
From: El Paso, TX
Status: offline
That is correct. Although you may want to ensure your variants follow a straight numerical sequence. I don't know how the code selects them, and I suppose it's possible that it doesn't "like" gaps such as a jump from 1 to 3.

Edit: Not sure what you gain by downselecting from 6 to 3 however. The benefit of having only one variant is that you know which it was. If you want uncertainty, why not just stay with six?

< Message edited by Kull -- 1/21/2020 3:04:31 AM >


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(in reply to Jorge_Stanbury)
Post #: 28
RE: Terrible AI - 1/21/2020 3:16:42 AM   
Jorge_Stanbury


Posts: 3487
Joined: 2/29/2012
From: Toronto and Lima
Status: offline
lol, I started a turn with aei029.dat and aei029-01.dat (before your answer)... I wanted to know if I had to start again or if I was ok with the selection made... not really looking forward to shuffle pilots again

what threw me off a bit was that there are 7, not 6 "variants"; I mean from aei029.dat to -1 (...) to -6
before your answer I thought aei029.dat and -1 were needed for using variant #1

< Message edited by Jorge_Stanbury -- 1/21/2020 3:20:40 AM >

(in reply to Kull)
Post #: 29
RE: Terrible AI - 1/21/2020 3:24:00 AM   
Kull


Posts: 1812
Joined: 7/3/2007
From: El Paso, TX
Status: offline
Yes, the non-dash number probably is a "variant", in the sense of "it's different than the other 6".

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(in reply to Jorge_Stanbury)
Post #: 30
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